Dead Or Alive 2: Final (RELEASE!)

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Dirge Of Ram
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Re: Dead Or Alive 2: Final (RELEASE!)

Post#251 » Thu Jun 01, 2023 4:17 pm

No difference to vast majority off rom hacks that are available across the web. If you can overhaul that one game, take the original Sonic games which many talented people have expanded upon so many times over now. No one hosting a yearly Dreamcast Hacking Contest here. Could that be a thing just to revive the library alot more besides bumping up to widescreen mode?!

Highly recommend Whatever Else, A Different Look & Close The K-Files. Get Everything from those three builds plus the main storyline finished on Chapter 30. I wanted to be done for this Summer may not even make Chapter 31. I've done everything I could to mod this. I've kept in Bomb Factory that band made the game for me not Aerosmith.

The Game Magic & Feel just gets to me everytime rewrite everything up then my mind like yep I'm happy with this.

So Yeah Thirty has been made, I mean why not?! Gifted the Knowledge, Took the time to learn and here we are in June 2023 today.


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Dirge Of Ram
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Re: Dead Or Alive 2: Final (RELEASE!)

Post#252 » Sun Jun 11, 2023 1:11 pm





Thank You to Within Toluca for showcasing Chapter 29 & 30. Played on the Card Reader, put up with extra loading beats only way I play this!

Gaved my complete all to this Mod Series this year. Dead or Alive 2 always remains on tops on any new 3D Fighter came out today.

Too the few who played here, Thank You! Please help share this out perfectly available to play & enjoy.
Last edited by Dirge Of Ram on Thu Aug 03, 2023 3:26 am, edited 2 times in total.

Mr.Marshall
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Re: Dead Or Alive 2: Final (RELEASE!)

Post#253 » Sun Jun 11, 2023 3:59 pm

is there a difference between all the chapters does each one have exclusive costumes or something? asking as someone who has only played the original us retail version

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Dirge Of Ram
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Re: Dead Or Alive 2: Final (RELEASE!)

Post#254 » Mon Jun 12, 2023 4:41 pm




I'm fresh out on what else to say at this point. I say again play Whatever Else, A Different Look & Close The K-Files get everything!

The New 56 or bust now. As much as I want to build up that Fourth Timeline keep up with the One Piece story continuation.

Tecmo certainly aren't calling me up to produce up the script for Dead or Alive 7 or a real OVA. So I got what I wanted out off this great game wished I had over twenty years ago now.

Just wished more players played this my only real disappointment this year. Let the Twitter Idols get their 20k over some artwork, cosplay or speedrun while the real talent here fades away ah well.

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ryu_highabusa
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Re: Dead Or Alive 2: Final (RELEASE!)

Post#255 » Tue Jun 13, 2023 2:42 pm

cloofoofoo wrote:
Dirge Of Ram wrote:With your program on your DoA 2 part can you reconstruct the levels The Koku-an Jan Lee cutscene and Bamboo Forest to there PS2 counterparts?

Virtua Fighter 3 and Dead Or Alive 2 plays well using SD Adaptor via Retrodream having new things with newly made gdi would be great. Plain Flies too.


Its not my program but written by another member here called naomilib, i take no credit. Iam not sure what youre requesting but the kokuan is incomplete in the dreamcast version, The interior is fully modeled but the exterior garden is not present. Its stage 44 in the files if you wish to do a simple file swap. Most likely it will crash. I got it to boot that stage many years ago but I forgot what I swapped.

Dreamcast version koku-an( 9,752 polygons)
Image

KOKUAN is stage19 on PS2 and stage44 on DOA2LE and has model and texture files already included on Dreamcast.

The only thing missing is the S44_DAT.bin, which is DOA's proprietary stage undulation data and happens to be the same exact format between DC and PS2 versions.

Can we copy over s19_dat.bin from the PS2 version,
rename it S44_DAT.bin,
rebuild the GDI and try flagging stage #2C?

I'm having issues with rebuilt GDIs crashing emulators so wondering if someone else could test.

Got the rebuilt GDI to load but forcing a stage value to 2C just nets a black screen:
Image

Need to investigate more but I've mostly been looking at the 1/27 beta, not the LE.

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Dirge Of Ram
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Re: Dead Or Alive 2: Final (RELEASE!)

Post#256 » Tue Jun 13, 2023 5:22 pm

Yeah anything else above 2C just crashes the game up. I was being realistic on what could be done porting anything from the PS2 side. Someone with PlayStation 2 modding experience would have better chance understanding what's possible. Not like other features from other platforms have came to function before. Hard*Core more advanced then LE!

Okay here all the PS2 Tags Stages well yeah the Dreamcast not going to register that at all! Limited on what was coded in besides the fact can't add anything else cause those Hex Values ain't going up any further!

StageSelectDoA2.jpg


At least changed the Stage Select over with the Danger Zone level. One stage change you can only do though otherwise crash. So if the Dojo stage was fully restored if we get the Hex Value on top sure we can use that in Story Mode and on Stage Select too. Looking for Jann Lee' number Hex cut scenes to find that odd value but my eyesight goes south everytime.

Bamboo Stage, I do question though does Hayabusa have his cut Sword animation? That would be awesome but I can't check such a thing out character animations. How would one add the unused cut scenes though?

Yeah the Prototypes, I was planning to Overhaul one off those up for the Fourth Timeline build. Wasn't sure about the Hex Widescreen too rebuilding up the GDI/CDI was going over myself. Hey I know more can be done.

Its the Summertime so I'm rewatching Everwood.

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ryu_highabusa
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Re: Dead Or Alive 2: Final (RELEASE!)

Post#257 » Wed Jun 14, 2023 8:26 pm

Dirge Of Ram wrote:Yeah anything else above 2C just crashes the game up.

Copying the PS2 stage undulation data over worked and I can get in-game but it's still dark: https://clips.twitch.tv/DignifiedTrappe ... 2rWgId7u4n

See the difference in the files? The undulation file on Dreamcast is only 4 bytes of data versus the PS2's 79,092 bytes.
Image
Last edited by ryu_highabusa on Fri Jun 23, 2023 12:06 pm, edited 2 times in total.

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Dirge Of Ram
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Re: Dead Or Alive 2: Final (RELEASE!)

Post#258 » Thu Jun 15, 2023 12:04 pm

That imgur picture not the best high print for my eyes! Assume that what the ins & out are for how the stage is like walls. Love nothing more to get the impossible dream done.

Shouldn't their be something for the CHR File too? Don't we need all the textures included? Have the Hard*Core files but not the first PS2 Japan nor Hardcore nor PAL release files. Sure you have them all I recall.

Forcing the 2C hex value is a dead end here as maybe linked to a dummy stage for all we know. The Kokuan Dojo stage file would need two variety's one for the candle scene & second being for the actual stage.

Or we go back the old fashion way just swap the files over with standard Danger Zone stage hope it loads up.

Only know screenshot I saved which shared few pages back this is within Candle cut scene. The walls are not solid at all their was a video one time.

playables44.jpg


The Miyama has multiple varieties with the Daytime & Nighttime, Spring setting, Flying Bird and the no rope block all under 12 value.

This is all new level for me exploring stage files beyond trying to removing the walls one time failing at understanding. I'm just not in the right frame off mind right now personally typing whatever now. Anyone else wants to expand on this oh please do so!

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Dirge Of Ram
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Re: Dead Or Alive 2: Final (RELEASE!)

Post#259 » Tue Jun 27, 2023 6:10 pm

Empty outline on the Kokuan subject, don't want to be. Why only four bytes of hex numbers? I wish to have more skill, insight, the tools & knowledge. As much want to take this to the next step already.





At this point already exhausted upon myself to get thirty done still like to see more play this Summertime.

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ryu_highabusa
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Re: Dead Or Alive 2: Final (RELEASE!)

Post#260 » Thu Jul 20, 2023 9:18 pm

Dirge Of Ram wrote:Okay heres the link to the basic CDI. I wont do this again sorry. I used music from Tokyo Racer 2 mod sorry for the pinch because adx music memory was hard! So can always do your own.

https://www.mediafire.com/file/oyzfog5j ... 2.cdi/file

https://www.freestepdodge.com/threads/d ... sion.7039/
https://www.freestepdodge.com/threads/d ... inds.7171/

Yeah Dee4doa guide and ryu-highabusa adx beta link I used.

Hex Files to search up on by Green Ranger and Dee4doa

0015ae20 - Story Text
0015e574 - Dialogue Text
0015f410 - Soundtrack Text
1aaac3 - Camera Lighting Effect (Character Select- Ein)
1c9e0e - lighting Effect (ingame)
1c3f50 - Mouth animation data
18754f - Stage Camera Angle (Stage Select)
1943dc - Character Win Pose Camera
176e4f - Moveset stuns
1943dc - Eye blinking animation
170947 - background camera (menu)
1d0521 - Intro
1d05c5 - Menu Logo voice
1d18b8 - controls and button logos
174056 - Stage Select (VS + Watch Mode)
1d062d - Logo Stages (press start)

How to swap characters completely!

*Characters select values*
173f48 - Characters

*Character values*
05 06 01 00 02 0D 18 04 07 09 08 0C 03

*Character costume hex values*

1b8658 - Ayane
1b8800 - Leon
1b899c - Bass
1b89f8 - Gen-Fu
1b8b4c - Helena
1b8ce8 - Jan-Lee
1b8e44 - Kasumi
1b9054 - Ein
1b9174 - Lei-Fang
1b9308 - Hayabusa
1b94b0 - Tina
1b963c - Tengu -
1b96dc - Zack
1b9824 - Bayman -
1b9900 - Loran and Mam -

Tag stages the offset is: 175313 there Five 08's all being the Danger Zone. You can't just swap over any Hex Value level because its crashes the game. Danger Zone Hardcoded!

17062f - Kasumi's Clone Laugh Cutscene (Demon Church)
170650 - Kasumi/Ein Cutscene (Miyama-Day)
170664 - Helena's Cutscene stage (Dragon Hills)
17066b - Helena/Ayane Cutscene (Great Opera)
170699 - Hayabusa/Kasumi Cutscene (Ariel Garden -Night)
1706ad - Ein/Helena Cutscene (Spiral)
1706b3 - Jan-lee/Lei-Fang Cutscene (Ariel Garden-Night)
1706c5 - Hayabusa/Tengu Cutscene (Miyama -Night)
170704 - Jan-Lee/Gen-Fu Cutscene (The White Storm)
17071f - Tina/Bass Poster Cutscene (Bass's Ally Stage)
170731 - Lei-Fang/Helena Elevator Cutscene (Elevator Stage)
17075e - Hayabusa/Tengu Win Cutscene (Miyama -Night)
170770 - Helena Unknown Cutscene???? (Demon Church)
170782 - Lei-Fang/Gen-Fu Cutscene (White Storm)
1707a6 - Leon/Zack Cutscene (Death Vally)
1707af - Tina/Zack Cutscene (Ariel Garden-Night)
1707dc - Ein/Ayane Cutscene (Ariel Garden-Night)
1707e5 - Ein/Tengu Cutscene (Demon Church)
1708f3 - Tina/Lei-Fang Cutscene (The L's Castle)
1708fc - Leon/Gen-Fu Cutscene (The Buida Zehn)
170905 - Helena/Gen-Fu Cutscene (The Ariel Garden-Night)
17090e - Ein/Hayabusa Cutscene (Demon Church)
170917 - Ein/Hayabusa Win Cutscene (Demon Church-Lower Level)
170920 - ???? Cutscene (????)
170929 - Hayabusa/Jan-lee Cutscene (Spiral)

Once you have your desired cutscene you wish to edit, you need to know what values to edit within the string of data! Here is an example:

Leon and Genfu's cutscene in the Buida Zehn is offset 1708fc, when I go to that offset is has these values:

06 fd 08 fd 29

I have bolded the values that are important, the first value '06' is the value for the other character in the scene in this case 06=Gen-Fu.

Then the value fd which is basically there to seperate the character value '06' from '08' The value '08' being Leon.
Here is a list of Hex values for the characters if anyone needs help to tell which values are for which character:

00 Zack, 01 Tina, 02 Jann Lee, 03 Ein, 04 Hayabusa, 05 Kasumi, 06 Gen Fu, 07 Helena, 08 Leon
09 Bass, 0A Helena's mum, 0B (RAIDOU), 0C Lei Fang, 0D Ayane, 0E Young Bass, 0F (INDIAN BELLY DANCER)
10 Roland, 11 Tengu, 12 (CoTINA), 13 (BERSERK), 14 (RIVAL), 15 (GENRA), 16 (BOSS), 17 Rabbit, 18 Bayman

*Lighting values*

3d
3d
3d 46 df 78 3d a2 6e 7b 3d - Dark Blue Lighting
3e
3e
3e
3e 47 e0 79 3e a3 6f 7c 3e - Blue Lighting
3f 48 e1 80 3f a4 70 7d 3f - Defult Lighting
3f 49 e2 81 40 a5 71 7e 3f - Red Tint Lighting
3f 50 e3 82 41 a6 72 7f 3f - Red Lighting
3f 51 e4 83 42 a7 73 80 3f - Green tint Lighting
3f 52 e5 84 43 a8 74 81 3f - Green Lighting
3f 53 e6 85 44 a9 75 82 3f - Bright Green Lighting

*Character Story Mode Stages (Not Cutscenes)*

17523D - Tina (01,09,14,12)
175244 - Jan-Lee (14,09,01,12)
175249 - Ein (0c,09,14,01,12,12)
175252 - Hayabusa (14,09,0c,12)
175256 - Kasumi (0C,18,01,09,00,12)
175260 - Gen-Fu (00,09.01,12)
175265 - Helana (15,09,14,01,0a,12)
17526e - Leon (05,29,09,12)
17527a - Lei-Fang (28,00,0a,09,01,12)
175282 - Ayane (0A,09,00,01,12)

*Character Story Mode Character Opponents (Not Cutscenes)*

174ca5 - Zack
174cac - Tina
174cb4 - Jan-lee
174cba - Ein
174cc1 - Hayabusa
174cc8 - Kasumi
174ccf - Gen Fu
174cd6 - Helena
174cdd - Leon
174ce4 - Bass
174ceb - Helena's Mum (Buggy)
174cf9 - Lei Fang
174d00 - Ayane
174d07 - Young Bass (Buggy)
174d0e - Roland (Buggy)
174d15 - Tengu (Buggy)

This is all fans project I really want to see PS2 levels myself but that out off my range. Thanks Tecmo, Team Ninja and Itagaki for Dreamcast version even if we loved to had Hard*Core too.

Found some new data.

So the character lockout values (0B 0F 12 13 14 15 16) are right in front of the multiplayer character select values at offset 173F41 (RAM 8c183f41).
You can change those bytes to FF or something and those previously unselectable characters can now be chosen. Raidou and the Indian Belly Dancer still crash in the beta despite the lockout being defeated so there's still more investigation needed. I suspect their data is an older, incompatible format. https://clips.twitch.tv/WonderfulSparklingPancakeChefFrank-w2zwpZRhOMH992K1

Slots 12 thru 16 load without crashing although the data is incomplete and what loads isn't very playable. https://www.youtube.com/watch?v=KrqsP3xf1xY

Interestingly enough, #14 "Rival" has the "Hayate" name on the character select. https://clips.twitch.tv/RealOutstandingUdonNotATK-Jb6zxkektpybW3sS

Right before that at 173F28 (RAM 8c183f28) are the values for the maximum number of costumes per character
- they go in the same order as the character list; so first Zack, Tina second, JannLee Third, Ein Fourth, etc. You can probably change this and add extra costumes instead of replacing existing ones but someone needs to test.

Image

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